CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 262

_id 6a30
authors Bonn, Markus
year 1989
title Modeling Architectural Forms through Replacement Operations
doi https://doi.org/10.52842/conf.acadia.1989.103
source New Ideas and Directions for the 1990’s [ACADIA Conference Proceedings] Gainsville (Florida - USA) 27-29 October 1989, pp. 103-130
summary Replacement operations, where an element at any topological level may be replaced by another element at the same or different topological level, are defined. Their potential as design tools which may be incorporated in a CAD system is investigated and demonstrated through the experimental implementation of two such operations in MARCOS, a Modeling Architectural Compositions System. MARCOS has been written in C. It is highly interactive and runs on an Apple Macintosh IIx. The two operations which have been implemented are the face -> volume and volume -> volume replacements. They were chosen for their potential as generators of architectural forms. Examples of architectural compositions produced through the use of replacement operations are also illustrated.
series ACADIA
email
last changed 2022/06/07 07:54

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ab63
authors Gross, Mark D.
year 1990
title Relational Modeling: A Basis for Computer-Assisted Design
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 123-136
summary Today's computer assisted design (CAD) systems automate traditional ways of working with tracing paper and pencil, but they cannot represent the rules and relationships of a design. As hardware becomes faster and memory less expensive, more sophisticated fundamental software technologies will be adopted. This shift in the basis of CAD will provide powerful capabilities and offer new ways to think about designing. Recently parametric design, a technique for describing a large class of designs with a small description in code, has become a focus of attention in architectural computing. In parametric CAD systems, design features are identified and keyed to a number of input variables. Changes in the input values result in variations of the basic design. Based on conventional software technologies, parametric design has been successfully applied in many design domains including architecture and is supported by several commercial CAD packages. A weakness of parametric techniques is the need to predetermine which properties are input parameters to be varied and which are to be derived. Relational modeling is a simple and powerful extension of parametric design that overcomes this weakness. By viewing relations as reversible rather than one-way, any set of properties can be chosen as input parameters. For example, a relational model that calculates the shadow length of a given building can also be used to calculate the building height given a desired shadow length. In exercising a relational model the designer is not limited to a pre-selected set of input variables but can explore and experiment freely with changes in all parts of the model. Co is a relational modeling environment under development on the Macintosh-II computer, and Co-Draw, a prototype CAD program based on Co. Co's relationaI engine and object-oriented database provide a powerful basis for modeling design relations. Co-Draw's interactive graphics offer a flexible medium for design exploration. Co provides tools for viewing and editing design models in various representations, including spreadsheet cards, tree and graph structures, as well as plan and elevation graphics. Co's concepts and architecture are described and the implications for design education are discussed.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id aea2
authors Laurel, B. (ed.)
year 1990
title The Art of Human-Computer Interface Design
source New York: Addison-Wesley.
summary Human-computer interface design is a new discipline. So new in fact, that Alan Kay of Apple Computer quipped that people "are not sure whether they should order it by the yard or the ton"! Irrespective of the measure, interface design is gradually emerging as a much-needed and timely approach to reducing the awkwardness and inconveniences of human-computer interaction. "Increased cognitive load", "bewildered and tired users" - these are the byproducts of the "plethora of options and the interface conventions" faced by computer users. Originally, computers were "designed by engineers, for engineers". Little or no attention was, or needed to be, paid to the interface. However, the pervasive use of the personal computer and the increasing number and variety of applications and programs has given rise to a need to focus on the "cognitive locus of human-computer interaction" i.e. the interface. What is the interface? Laurel defines the interface as a "contact surface" that "reflects the physical properties of the interactors, the functions to be performed, and the balance of power and control." (p.xiii) Incorporated into her definition are the "cognitive and emotional aspects of the user's experience". In a very basic sense, the interface is "the place where contact between two entities occurs." (p.xii) Doorknobs, steering wheels, spacesuits-these are all interfaces. The greater the difference between the two entities, the greater the need for a well-designed interface. In this case, the two very different entities are computers and humans. Human-conputer interface design looks at how we can lessen the effects of these differences. This means, for Laurel, empowering users by providing them with ease of use. "How can we think about it so that the interfaces we design will empower users?" "What does the user want to do?" These are the questions Laurel believes must be asked by designers. These are the questions addressed directly and indirectly by the approximately 50 contributors to The Art of Human-Computer Interface Design. In spite of the large number of contributors to the book and the wide range of fields with which they are associated, there is a broad consensus on how interfaces can be designed for empowerment and ease of use. User testing, user contexts, user tasks, user needs, user control: these terms appear throughout the book and suggest ways in which design might focus less on the technology and more on the user. With this perspective in mind, contributor D. Norman argues that computer interfaces should be designed so that the user interacts more with the task and less with the machine. Such interfaces "blend with the task", and "make tools invisible" so that "the technology is subervient to that goal". Sellen and Nicol insist on the need for interfaces that are 'simple', 'self-explanatory', 'adaptive' and 'supportive'. Contributors Vertelney and Grudin are interested in interfaces that support the contexts in which many users work. They consider ways in which group-oriented tasks and collaborative efforts can be supported and aided by the particular design of the interface. Mountford equates ease of use with understating the interface: "The art and science of interface design depends largely on making the transaction with the computer as transparent as possible in order to minimize the burden on the user".(p.248) Mountford also believes in "making computers more powerful extensions of our natural capabilities and goals" by offering the user a "richer sensory environment". One way this can be achieved according to Saloman is through creative use of colour. Saloman notes that colour can not only impart information but that it can be a useful mnemonic device to create associations. A richer sensory environment can also be achieved through use of sound, natural speech recognition, graphics, gesture input devices, animation, video, optical media and through what Blake refers to as "hybrid systems". These systems include additional interface features to control components such as optical disks, videotape, speech digitizers and a range of devices that support "whole user tasks". Rich sensory environments are often characteristic of game interfaces which rely heavily on sound and graphics. Crawford believes we have a lot to learn from the design of games and that they incorporate "sound concepts of user interface design". He argues that "games operate in a more demanding user-interface universe than other applications" since they must be both "fun" and "functional".
series other
last changed 2003/04/23 15:14

_id 61a0
authors Lee, Philip, Wei, Susanna and Zhao, Jianmin (et al)
year 1990
title Strength Guided Motion
source Computer Graphics. ACM, August, 1990. vol. 24: pp. 253-262 : ill. includes bibliography
summary A methodology and algorithm are presented that generate motion imitating the way humans complete a lifting task under various loading conditions. The path taken depends on 'natural' parameters: the figure geometry, the given load, the final destination, and especially, the strength model of the agent. Additional user controllable parameters of the motion are the comfort of the action and the perceived exertion of the agent. The algorithm uses this information to incrementally compute a motion path of the end-effector moving the load. It is therefore instantaneously adaptable to changing force, loading, and strength conditions. Various strategies are used to model human behavior that compute the driving torques as the situation changes. The algorithm runs in near-real time and offers an agent-dependent toolkit for fast path prediction. Example are presented for various tasks
keywords algorithms, animation, computer graphics, modeling
series CADline
last changed 2003/06/02 13:58

_id c903
authors Mark, Earl
year 1990
title Case Studies in Moviemaking and Computer-Aided Design
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 393-412
summary A movie which is developed from site location video, sync sound, and computer graphics animation can provide a highly convincing simulation of reality. A movie that conveys a sense of the space, materials and juxtaposition of objects of a proposed architectural design provides a special kind of realism, where the representation may be of a proposed building that exists only within the mind of an architect. For an experienced architect, however, the movie may not provide a good surrogate experience for what it feels like to actually be within the architectural space. In these case studies, a few projects that combine moviemaking and computer-aided design technologies are examined. These projects were completed using a combination of resources at the MIT School of Architecture and Planning and the Harvard Graduate School of Design. The integrated use of these media is presented as conceptualized with the Electronic Design Studio, a research project that has been supported over the past five years by Project Athena at MIT. The impact of movies and computer-aided design on the perception of architectural space is also reported- based on a pilot study of twenty architectural students.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 8bf3
authors McCullough, M., Mitchell, W.J. and Purcell, P. (Eds.)
year 1990
title The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [Conference Proceedings]
source International Conference on Computer-Aided Architectural Design 1989/ ISBN 0-262-13254-0] (Massachusetts / USA), 1989, 505 p.
summary Design is the computation of shape information that is needed to guide fabrication or construction of artifacts. But it is not so straightforward as, say, the computation of numerical information required to balance a checkbook. This is partly because algebras of shapes are not as well understood and precisely formalized as algebras of numbers, partly because the rules for carrying out shape computations tend to be fluid and ill defined and partly because the predicates that must be satisfied to achieve successful termination are often complex and difficult to specify. For centuries architects have carried out shape computations by hand, using informal procedures and the simplest of tools. Over the last two decades though, they have made increasing use of more formal procedures executed by computers. It is still too early to be sure of the gains and losses that follow from this development, but there is no doubt that it raises some challenging questions of architectural theory and some perplexing issues for those concerned with the future of architectural education. This book frames those issues and provides a diversity of perspectives on them. Its contents were initially presented at the CAAD Futures 89 Conference-an international gathering of researchers and teachers in the field of computer-aided architectural design which was jointly sponsored by the Harvard Graduate School of Design and the MIT Department of Architecture and held in Cambridge, Massachusetts, in July 1989. There are four major sections: Theoretical Foundations, Knowledge-Based Design Tools, Information Delivery Systems, and Case Studies: Electronic Media in the Design Studio. In a representative collection of current views, over thirty extensively illustrated papers discuss the experiences of universities in the USA, Europe, Japan, Israel, Canada, and Australia, articulate present theoretical and practical concerns, provide criticism of media and methods, and suggest directions for the future. Architectural educators and architects concerned with the effect of computer technology on the design process will find here an indispensable reference and a rich source of ideas. This book was itself prepared in an electronic design studio. Composition and typography, most image collection and placement, and such editing as was practical within this publishing format, were all performed digitally using Macintosh computers at the Harvard Graduate School of Design during a period of a few weeks in 1989.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 07aa
authors McIntosh, John and Pihlak, Madis
year 1990
title The Thousand-Acre Sketch Problem
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 427-440
summary An unusually large sketch problem in urban design was given to an undergraduate studio class to introduce visualization techniques and to explore fundamental urban design principles. This thousand-acre sketch problem was distributed to students on a floppy disk as a three- dimensional computer model. The availability of a large number of Macintosh IIs and access to a pre-release version of the three-dimensional modeling program ModelShop allowed us to conduct this prototype electronic studio. This paper looks at the productivity gains experienced by our students during this project and discusses the increased level of understanding witnessed in student performance. More importantly, this sketch problem is examined as a philosophical parable for several pedagogical issues of design education in the microcomputer age.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 6305
authors Meng, Brita
year 1990
title With a Little Help From My MAC
source MACWORLD September, 1990. pp. 181-188 : ill.
summary Computers now enable disabled people to work without leaving home, communicate without being able to speak, and read without being able to turn pages or see. For many individuals with disabilities computers are more than just an easier way to do things. They are a way to achieve independence and maintain self esteem. Some of the Macintosh features are described in connection to disability study cases
keywords disabilities, hardware, tools,
series CADline
last changed 1999/02/12 15:09

_id 86c7
authors Schallhammer, J. and Wenz, F.
year 1991
title Workshop Report: From CAD Graphics to an Art Exhibition
doi https://doi.org/10.52842/conf.ecaade.1991.x.f4k
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
summary The results that will be outlined have been reached at the University of Munich, Faculty of Architecture, Institute for Structural Analysis of Buildings. It started in September 1990 when a group of students decided to focus on questions raised by CAD generated renderings and plots. At that point it seemed to be obvious that CAD systems were about to fundamentally change architectural representation as we know it, which relies heavily on formal, visual and aesthetic qualities, and was developed over hundreds of years. At the same time computers are creating new realities as in high-resolution realistic renderings, animation or virtual reality systems. It was necessary to explore the resulting new techniques and possibilities while applying them to architectural projects.

series eCAADe
last changed 2022/06/07 07:50

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 2105
authors Sirikasem, Peerapong and Degelman, Larry 0.
year 1990
title The Use of Video-Computer Presentation Techniques to Aid in Communication Between Architect and Client
doi https://doi.org/10.52842/conf.acadia.1990.205
source From Research to Practice [ACADIA Conference Proceedings] Big Sky (Montana - USA) 4-6 October 1990, pp. 205-216
summary In an attempt to enhance the communication between architect and client, research was conducted in the use of computer modeling and video imaging techniques for the final architectural presentation process. By superimposing the painted building design from the CAD system onto a digitized image of the intended location, a composite image was achieved. These techniques have advantages in creating a realistic composite image of a proposed building design in its intended location within a short period of time. In order to provide more visual clues, a multiple view presentation format using a series of selected views (multiple views) was used. In addition, the research had further attempted to present the video- computer presentation in an animation sequence. The animation presentations were evaluated by comparing them with the multiple view presentations. Manual rendering and single viewpoint displays were also included in the comparisons in order to validate the results. Questionnaires were used to measure the capability of each presentation format to communicate the intended information to the audiences. The experiments were conducted with non-architecture subject groups in the local Bryan/College Station area.
series ACADIA
email
last changed 2022/06/07 07:56

_id c767
authors Sirikasem, Peerapong
year 1990
title Video-Computer Imaging Techniques: the Effect of Presentation by Animation and Multiple Views on Comnnunicative Effectiveness of an Architectural Design
source Texas A&M University
summary In an attempt to enhance the communication between architect and client, research was conducted in the use of computer modeling and video imaging techniques for the final architectural presentation process. By superimposing the painted building design from the computer-aided design (CAD) system onto a digitized image of the intended location, a composite image was achieved. These techniques have advantages in creating realistic composite images of proposed building designs in their intended location within a short period of time. In order to provide more visual clues, a multiple view presentation was examined. In addition, the research attempted to present the video-computer in an animation sequence. This was done by creating a series of sequential composite images, and recording them frame by frame onto the video tape. Then, the animation presentation was played back in real time. The animation presentations were evaluated by comparing them with the multiple view presentations. Manual rendering and single viewpoint displays were also included in the comparisons in order to aid in interpretation of the results. Questionnaires were used to measure the capability of each presentation format in communicating the building design information to non-architecturally trained persons. The results indicate that video-computer presentations were equal to or better than manual rendering. The video-computer presentations, with their short production time, were more practical to use in the architectural process than the conventional presentations. The results of the comparisons revealed that video-computer presentations in animation format were superior to those of multiple view format in the depth cue category. On the other hand, video-computer presentations by multiple view format was found to be superior to animation format in communicating both size and scale. These results occurred under the different complexity levels of the buildings used.  
series thesis:PhD
last changed 2003/02/12 22:37

_id 450c
authors Akin, Ömer
year 1990
title Computational Design Instruction: Toward a Pedagogy
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 302-316
summary The computer offers enormous potential both in and out of the classroom that is realized only in limited ways through the applications available to us today. In the early days of the computer it was generally argued that it would replace the architect. When this idea became obsolete, the prevailing opinion of proponents and opponents alike shifted to the notion of the computer as merely adding to present design capabilities. This idea is so ingrained in our thinking that we still speak of "aiding" design with computers. It is clear to those who grasp the real potential of this still new technology - as in the case of many other major technological innovations - that it continues to change the way we design, rather than to merely augment or replace human designers. In the classroom the computer has the potential to radically change three fundamental ingredients: student, instruction, and instructor. It is obvious that changes of this kind spell out a commensurate change in design pedagogy. If the computer is going to be more than a passive instrument in the design studio, then design pedagogy will have to be changed, fundamentally. While the practice of computing in the studio continues to be a significant I aspect of architectural education, articulation of viable pedagogy for use in the design studio is truly rare. In this paper the question of pedagogy in the CAD studio will be considered first. Then one particular design studio taught during Fall 1988 at Carnegie Mellon University will be presented. Finally, we shall return to issues of change in the student, instruction, and instructor, as highlighted by this particular experience.
series CAAD Futures
email
last changed 2003/11/21 15:15

_id eb5f
authors Al-Sallal, Khaled A. and Degelman, Larry 0.
year 1994
title A Hypermedia Model for Supporting Energy Design in Buildings
doi https://doi.org/10.52842/conf.acadia.1994.039
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 39-49
summary Several studies have discussed the limitations of the available CAAD tools and have proposed solutions [Brown and Novitski 1987, Brown 1990, Degelman and Kim 1988, Schuman et al 1988]. The lack of integration between the different tasks that these programs address and the design process is a major problem. Schuman et al [1988] argued that in architectural design many issues must be considered simultaneously before the synthesis of a final product can take place. Studies by Brown and Novitski [1987] and Brown [1990] discussed the difficulties involved with integrating technical considerations in the creative architectural process. One aspect of the problem is the neglect of technical factors during the initial phase of the design that, as the authors argued, results from changing the work environment and the laborious nature of the design process. Many of the current programs require the user to input a great deal of numerical values that are needed for the energy analysis. Although there are some programs that attempt to assist the user by setting default values, these programs distract the user with their extensive arrays of data. The appropriate design tool is the one that helps the user to easily view the principal components of the building design and specify their behaviors and interactions. Data abstraction and information parsimony are the key concepts in developing a successful design tool. Three different approaches for developing an appropriate CAAD tool were found in the literature. Although there are several similarities among them, each is unique in solving certain aspects of the problem. Brown and Novitski [1987] emphasize the learning factor of the tool as well as its highly graphical user interface. Degelman and Kim [1988] emphasize knowledge acquisition and the provision of simulation modules. The Windows and Daylighting Group of Lawrence Berkeley Laboratory (LBL) emphasizes the dynamic structuring of information, the intelligent linking of data, the integrity of the different issues of design and the design process, and the extensive use of images [Schuman et al 19881, these attributes incidentally define the word hypermedia. The LBL model, which uses hypermedia, seems to be the more promising direction for this type of research. However, there is still a need to establish a new model that integrates all aspects of the problem. The areas in which the present research departs from the LBL model can be listed as follows: it acknowledges the necessity of regarding the user as the center of the CAAD tool design, it develops a model that is based on one of the high level theories of human-computer interaction, and it develops a prototype tool that conforms to the model.

series ACADIA
email
last changed 2022/06/07 07:54

_id diss_anders
id diss_anders
authors Anders, P.
year 2003
title A Procedural Model for Integrating Physical and Cyberspaces in Architecture
source Doctoral dissertation, University of Plymouth, Plymouth, U.K
summary This dissertation articulates opportunities offered by architectural computation, in particular the digital simulation of space known as virtual reality (VR) and its networked, social variant cyberspace. Research suggests that environments that hybridize technologies call for a conception of space as information, i.e. space is both a product of and tool for cognition. The thesis proposes a model whereby architecture can employ this concept of space in creating hybrids that integrate physical and cyberspaces.The dissertation presents important developments in architectural computation that disclose concepts and values that contrast with orthodox practice. Virtual reality and cyberspace, the foci of this inquiry, are seen to embody the more problematic aspects of these developments. They also raise a question of redundancy: If a simulation is good enough, do we still need to build? This question, raised early in the 1990's, is explored through a thought experiment - the Library Paradox - which is assessed and critiqued for its idealistic premises. Still, as technology matures and simulations become more realistic the challenge posed by VR/cyberspace to architecture only becomes more pressing. If the case for virtual idealism seems only to be strengthened by technological and cultural trends, it would seem that a virtual architecture should have been well established in the decade since its introduction.Yet a history of the virtual idealist argument discloses the many difficulties faced by virtual architects. These include differences between idealist and professional practitioners, the failure of technology to achieve its proponents' claims, and confusion over the meaning of virtual architecture among both architects and clients. However, the dissertation also cites the success of virtual architecture in other fields - Human Computer Interface design, digital games, and Computer Supported Collaborative Work - and notes that their adoption of space derives from practice within each discipline. It then proposes that the matter of VR/cyberspace be addressed from within the practice of architecture, a strategy meant to balance the theoretical/academic inclination of previous efforts in this field.The dissertation pursues an assessment that reveals latent, accepted virtualities in design methodologies, instrumentation, and the notations of architectural practices. Of special importance is a spatial database that now pervades the design and construction processes. The unity of this database, effectively a project's cyberspace, and its material counterpart is the subject of the remainder of the dissertation. Such compositions of physical and cyberspaces are herein called cybrids. The dissertation examines current technologies that cybridize architecture and information technology, and proposes their integration within cybrid wholes. The concept of cybrids is articulated in seven principles that are applied in a case study for the design for the Planetary Collegium. The project is presented and critiqued on the basis of these seven principles. The dissertation concludes with a discussion of possible effects of cybrids upon architecture and contemporary culture.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id 4d0d
authors Angelil, Mark
year 1990
title Experiments as Modus Operandi
source Journal of Architectural Education. November, 1990. Vol. 44: pp. 37-48 : 9 p. of ill
summary Architecture has for too long focused on the presentation of pristine objects and the presentation in drawing form. A critical understanding of the field, however, necessitates a reevaluation of the roles of the process involved in the production of building. Rather than emphasizing surface appearances, an architecture rooted in process aims ultimately at revealing the fundamental and deep structures inherent within the making of architecture. One of the primary tasks of the process is to provoke intuition and ingenuity - and the awareness that both are founded on knowledge - and that knowledge must be applied with imagination. The experiment presented here developed sequentially with a defined structure to the process of design, moving gradually from the abstract into the concrete, thereby attempting and understanding of what Roland Barthes identified as 'concrete abstraction.'
keywords design process, architecture, knowledge, experimentation
series CADline
last changed 1999/02/12 15:07

_id e90b
authors Arbab, Farhad
year 1990
title Set Models and Boolean Operations for Solids and Assemblies
source IEEE Computer Graphics and Applications November, 1990. vol. 10: pp. 76-86 : ill. includes bibliography.
summary Application of solid modeling in computer-aided design, computer-aided manufacturing, and robotics often involve aggregates or assembling of disconnected pieces. This article presents an alternative CSG-like formalism based on open sets, in which both assemblies and connected pieces are modeled as points sets. Consequently, the same Boolean operations apply uniformly to connected pieces and assemblies
keywords assemblies, CSG, solid modeling, boolean operations
series CADline
last changed 1999/02/12 15:07

_id 8869
authors Ataman, Osman
year 2002
title Historical Analysis of Building - (Re)Construction in Olivette Park, USA
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 63-66
summary From 1959 to 1990, East St. Louis, Illinois deteriorated from an “All-American City” to a national symbol of urban blight. Located on the Mississippi River, the East St. Louis of today faces severe economic, social, and environmental problems. Nearly onequarter of the city’s work force is unemployed and about 40 percent of families are living below the poverty level. But East St. Louis was not always a distressed community. With strong ties to St. Louis and the surrounding region, East St. Louis onceflourished as the country’s second busiest railroad hub. Powerful economic and socio-political forces, as well as unfortunate historical circumstance, propelled the city into a downward spiral that drastically decreased the quality of life in East St. Louis. This paper presents the digital re-construction of the buildings and the analyses of the historical aspects of the housing construction and types in this area. Furthermore, it reports the survey and assessment of the quality of building stocks based on therevitalization plan that will provide some guidelines and suggestions for improvement, stability, and future needs.
series SIGRADI
email
last changed 2016/03/10 09:47

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